buckshotroulette-decomp/ShellLoader.gd

95 lines
3.9 KiB
GDScript

class_name ShellLoader extends Node
@export var perm : PermissionManager
@export var camera : CameraManager
@export var roundManager : RoundManager
@export var speaker_loadShell : AudioStreamPlayer2D
@export var speaker_rackShotgun : AudioStreamPlayer2D
@export var animator_shotgun : AnimationPlayer
@export var dialogue : Dialogue
@export var cursor : CursorManager
@export var playerData : PlayerData
@export var shotgunHand_L : Node3D
@export var shotgunHand_R : Node3D
@export var animator_dealerHands : AnimationPlayer
@export var animator_dealerHandRight : AnimationPlayer
@export var dealerAI : DealerIntelligence
@export_multiline var introductionDialogues : Array[String]
@export_multiline var loadingDialogues : Array[String]
var diaindex = 0
func DealerHandsGrabShotgun():
animator_dealerHands.play("dealer grab shotgun")
await get_tree().create_timer(.45, false).timeout
dealerAI.Speaker_HandCrack()
shotgunHand_L.visible = true
shotgunHand_R.visible = true
func DealerHandsDropShotgun():
shotgunHand_L.visible = false
shotgunHand_R.visible = false
animator_dealerHands.play("RESET")
pass
func LoadShells():
camera.BeginLerp("enemy")
if (!roundManager.shellLoadingSpedUp): await get_tree().create_timer(.8, false).timeout
await(DealerHandsGrabShotgun())
await get_tree().create_timer(.2, false).timeout
animator_shotgun.play("grab shotgun_pointing enemy")
await get_tree().create_timer(.45, false).timeout
if (roundManager.playerData.numberOfDialogueRead < 3):
if (diaindex == loadingDialogues.size()):
diaindex = 0
dialogue.ShowText_ForDuration(loadingDialogues[diaindex], 3)
diaindex += 1
await get_tree().create_timer(3, false).timeout
roundManager.playerData.numberOfDialogueRead += 1
var numberOfShells = roundManager.roundArray[roundManager.currentRound].amountBlank + roundManager.roundArray[roundManager.currentRound].amountLive
for i in range(numberOfShells):
speaker_loadShell.play()
animator_dealerHandRight.play("load single shell")
if(roundManager.shellLoadingSpedUp): await get_tree().create_timer(.17, false).timeout
else: await get_tree().create_timer(.32, false).timeout
pass
animator_dealerHandRight.play("RESET")
dealerAI.Speaker_HandCrack()
if (roundManager.shellLoadingSpedUp): await get_tree().create_timer(.17, false).timeout
else: await get_tree().create_timer(.42, false).timeout
#INTRODUCTION DIALOGUE
if (roundManager.roundArray[roundManager.currentRound].hasIntroductoryText):
dialogue.ShowText_Forever(introductionDialogues[0])
await get_tree().create_timer(1.9, false).timeout
dialogue.ShowText_Forever(introductionDialogues[1])
await get_tree().create_timer(3, false).timeout
dialogue.ShowText_Forever(introductionDialogues[2])
await get_tree().create_timer(3, false).timeout
dialogue.ShowText_Forever(introductionDialogues[3])
await get_tree().create_timer(3, false).timeout
dialogue.ShowText_Forever(introductionDialogues[4])
await get_tree().create_timer(3, false).timeout
dialogue.ShowText_Forever(introductionDialogues[5])
await get_tree().create_timer(3.7, false).timeout
dialogue.ShowText_Forever(introductionDialogues[6])
await get_tree().create_timer(3.7, false).timeout
dialogue.ShowText_Forever(introductionDialogues[7])
await get_tree().create_timer(3.7, false).timeout
dialogue.ShowText_Forever(introductionDialogues[8])
await get_tree().create_timer(2.5, false).timeout
roundManager.playerData.hasReadIntroduction = true
dialogue.HideText()
#RACK SHOTGUN, PLACE ON TABLE
#speaker_rackShotgun.play()
animator_shotgun.play("enemy rack shotgun start")
await get_tree().create_timer(.8, false).timeout
animator_shotgun.play("enemy put down shotgun")
DealerHandsDropShotgun()
camera.BeginLerp("home")
#ALLOW INTERACTION
await get_tree().create_timer(.6, false).timeout
perm.SetStackInvalidIndicators()
cursor.SetCursor(true, true)
perm.SetIndicators(true)
perm.SetInteractionPermissions(true)
pass